#CreativeMode by hawkfalcon

80 messages · Page 1 of 1 (latest)

teal fjord
stray sable
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Thanks. Did you get the map tools working ingame? 🙂

teal fjord
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No 😦

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But I will try

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For now I just try to fix the instant build to be toggle in game like this ``` /*
* Enables instant building
*/
[HarmonyPrefix]
[HarmonyPatch(typeof(BuildingPlacer), "Place")]
static bool PlaceInstantly(BlockObject prefab)
{
var component = prefab.GetComponentFast<Building>();

        if (config.Enabled && config.EnableInstantBuilding)
        {
            component._placeFinished = true;
        }
        else if (component._placeFinished)
        {
            component._placeFinished = false;
        }
        return true;
    }
And the science points. Now I just managed to use 2 click sadly. New to this
dusky tendon
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Hoping something can be worked out soon, love this mod and thank you for making it. Loved it all the way through .3. 🙂

stray sable
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@cold cobalt you’re our only hope

cold cobalt
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👀

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Which part

teal fjord
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Yea. Can't manage to make the native buttons to show in BottomBar

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I think need to be converted to TimberApi somehow

fervent tinsel
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Hmm should be possible to use specifications i think to create button for script @cold cobalt
Any example existing?

cold cobalt
cold cobalt
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If the tool has a factory, use that to make the tools else you can just bind it

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If possible and you figured it out to PR it to TimberApi than will I add something to select it within a scene for the future.

teal fjord
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Can't manage to add a duplicate tool of that: ``` [Error : Unity Log] InvalidOperationException: Sequence contains more than one matching element
Stack trace:
System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) (at <fa6dfabea46b4d38a92695d5d0cf891d>:0)
Timberborn.ToolSystem.ToolManager.PostLoad () (at <65c3f6de70ed4679aa5ac357e1ad3f02>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () (at <68e034126816451fa324f557ae99d643>:0)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <68e034126816451fa324f557ae99d643>:0)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Timberborn.CoreUI.PanelStack.Awake () (at <aeb0a193fa9241c09b335ccbbf278687>:0)

#

Kinda try to add the native MapEditor buttons to a group but I can't manage to find the way.

fervent tinsel
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Well whole bottom bar is replaced by TAPI (since u4)

stray sable
#

🥲

teal fjord
fervent tinsel
teal fjord
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Not sure what I need to do to show the AbsoluteTerrainHeightBrushTool, NaturalResourceRemovalBrushTool, NaturalResourceSpawningBrushPanel and NaturalResourceSpawningBrushTool

fervent tinsel
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Will look at it tomorrow if i can disable dev mode with specs

teal fjord
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Almost there.

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Now hard time to find the Sprites path for icons

fervent tinsel
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Should be one of these right? (Resources/sprites/bottombar)

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found with asset ripper this video is a later one of a playlist but there is one for asset ripper #1042573456732082206 message

cold cobalt
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Looks very cool

teal fjord
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Almost

hollow jasper
teal fjord
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Almost done. Not sure if need something else for now.

  • Water source settings when Creative Mode is on.
  • Mod disabled by default
  • Has a config option to control what button when clicked to hide the menu "ResumeButtonClick". Now is just "Creative". Also can be None, SciencePoints, InstantBuild or "Creative,InstantBuild,SciencePoints"
stray sable
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I give you permission to take the mod over if you’d like

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You can publish it on Modio

cold cobalt
candid lily
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The "Toggle Creative Mode Off" button crashes the game for me

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Which, to be fair, yes, closing the game is in fact one way to turn off creative mode. But in practice that's probably not what people actually want it to do

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It's not a huge deal, I've been toggling it off by using the mod manager

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But it's a thing that should probably be fixed?

teal fjord
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How is crashes your game?

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You have the old folder for CreativeMode?

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Because I don't have any Text that says "Toggle Creative Mode". I renamed it to "Creative Mode: On/Off"

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The mod from mod.io is not updated

candid lily
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Oh, mod.io isn't the latest version? Got it

teal fjord
stray sable
teal fjord
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Updated

teal fjord
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I think the Creative Mode I can rename it to Creative Settings just to show the settings like in Water Source. And Instant Building should not keer about Creztive Mode: On ?

candid lily
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Bug report: If I have the Creative Mode mod on but the "Creative Mode"/"Instant Build" toggle on the settings screen off, paths do not build instantly, as they do in vanilla

teal fjord
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I will check

teal fjord
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Now should be fixed

south furnace
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can i get help here?

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i get this when i create or edit a map

teal fjord
south furnace
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alr

teal fjord
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Weird that I get that error for other Mods too

south furnace
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take your time

teal fjord
south furnace
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alright

south furnace
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i can confirm that its working

coarse cove
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for it to work TimberAPI needs to be updated to version 0.6.2

river tree
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Excuse me.
[Error :CreativeMode] Failed: Could not load type of field 'CreativeMode.Tools.TerrainEditor.AbsoluteTerrainHeightBrushToolFactory:_beaverGeneratorTool' (0) due to: Could not load file or assembly 'Timberborn.MapEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Why is that? Is Creative available on Experimental? I got the latest version using BepInEx (1.6.3.1)

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Also the whole mod doesn't work...

fervent tinsel
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did you use the zip above?

river tree
fervent tinsel
restive silo
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I have installed the new creative mode mod, it works fine, but I can't see the terrafoming tools

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raise, lower, add/remove flora etc

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is it normal or I'm looking in the wrong tab? I checked every tab I think

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and when I check a water source I can't see the water values that can be altered

fervent tinsel
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you should be able to use dynamite and dirt blocks atleast

fervent tinsel
restive silo
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yes of course, but you see, I use that mod at the beginning of a game, instead of modifying the map before game I do it IN game

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it used to

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under the tab with the tree symbol there were all those tools

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about the water source, I'm not sure the original creative mode mod allowed that, I'm referring to manipuklating the terrain